castle-web-cli 0.4.120 → 0.4.122

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Files changed (33) hide show
  1. package/dist/editorConfig.d.ts +6 -1
  2. package/dist/editorConfig.js +20 -1
  3. package/dist/ide.d.ts +1 -0
  4. package/dist/ide.js +47 -1
  5. package/dist/init.js +1 -1
  6. package/dist/shell/assets/{index-Cxmq9Sed.js → index-DXBpj3-y.js} +58 -58
  7. package/dist/shell/index.html +1 -1
  8. package/dist/vitePlugins.js +21 -8
  9. package/kits/physics-2d/CLAUDE.md +56 -5
  10. package/kits/physics-2d/behaviors/AnalogStick.jsx +40 -9
  11. package/kits/physics-2d/behaviors/Collider.jsx +12 -0
  12. package/kits/physics-2d/behaviors/Draggable.jsx +67 -23
  13. package/kits/physics-2d/behaviors/Goal.jsx +2 -0
  14. package/kits/physics-2d/behaviors/Joints.jsx +5 -0
  15. package/kits/physics-2d/behaviors/RigidBody.jsx +16 -0
  16. package/kits/physics-2d/behaviors/Slingshot.jsx +48 -16
  17. package/kits/physics-2d/behaviors/Sound.jsx +11 -0
  18. package/kits/physics-2d/behaviors/Sprite.jsx +7 -0
  19. package/kits/physics-2d/behaviors/Tone.jsx +12 -0
  20. package/kits/physics-2d/behaviors/Video.jsx +6 -0
  21. package/kits/physics-2d/castle.json +1 -1
  22. package/kits/physics-2d/editors/SceneEditor.jsx +42 -6
  23. package/kits/physics-2d/editors/SingleEditor.jsx +43 -2
  24. package/kits/physics-2d/editors/editorRegistry.jsx +34 -0
  25. package/kits/physics-2d/engine/ScenePlayer.jsx +9 -3
  26. package/kits/physics-2d/engine/autoInspector.jsx +28 -3
  27. package/kits/physics-2d/engine/physics/PhysicsSystem.js +117 -0
  28. package/kits/physics-2d/engine/physics/controls.js +43 -19
  29. package/kits/physics-2d/engine/propertyRanges.js +27 -0
  30. package/kits/physics-2d/engine/scene.js +86 -4
  31. package/kits/physics-2d/engine/ui.jsx +14 -1
  32. package/kits/physics-2d/main.jsx +11 -2
  33. package/package.json +2 -1
@@ -2,6 +2,7 @@ import React from 'react';
2
2
  import { playTone, WAVEFORMS } from '../engine/tone';
3
3
  import { Panel, SelectField } from '../engine/ui';
4
4
  import { AutoFields, overrideProps } from '../engine/autoInspector';
5
+ import { PAN, POSITIVE, UNIT } from '../engine/propertyRanges';
5
6
 
6
7
  // Plays a synthesized note -- no audio file involved. This is the cheapest sound
7
8
  // a deck can make: a blip on a pickup, a thud on a miss, a rising scale as a
@@ -27,6 +28,16 @@ export class Tone {
27
28
  playOnStart: false,
28
29
  };
29
30
 
31
+ // `note` is MIDI, which is genuinely 0..127. `attack`/`release` are seconds,
32
+ // so they get a floor but no ceiling.
33
+ static propertyMeta = {
34
+ note: { min: 0, max: 127, step: 1 },
35
+ attack: POSITIVE,
36
+ release: POSITIVE,
37
+ volume: UNIT,
38
+ pan: PAN,
39
+ };
40
+
30
41
  constructor(props) {
31
42
  this.props = props;
32
43
  }
@@ -54,6 +65,7 @@ export class Tone {
54
65
  />
55
66
  <AutoFields
56
67
  defaultProps={Tone.defaultProps}
68
+ meta={Tone.propertyMeta}
57
69
  component={component}
58
70
  setComponent={setComponent}
59
71
  only={['note', 'attack', 'release', 'volume', 'pan', 'playOnStart']}
@@ -5,6 +5,7 @@ import { mediaFilesOfKind } from '../engine/files';
5
5
  import { spriteDestRect } from '../engine/spriteGeometry';
6
6
  import { Panel, SelectField } from '../engine/ui';
7
7
  import { AutoFields, overrideProps } from '../engine/autoInspector';
8
+ import { UNIT } from '../engine/propertyRanges';
8
9
 
9
10
  // Plays a video file (.mp4 / .webm / .mov / .m4v) inside the actor's Layout box.
10
11
  //
@@ -29,6 +30,10 @@ export class Video {
29
30
  volume: 1,
30
31
  };
31
32
 
33
+ static propertyMeta = {
34
+ volume: UNIT,
35
+ };
36
+
32
37
  constructor(props) {
33
38
  this.props = props;
34
39
  }
@@ -100,6 +105,7 @@ export class Video {
100
105
  />
101
106
  <AutoFields
102
107
  defaultProps={Video.defaultProps}
108
+ meta={Video.propertyMeta}
103
109
  component={component}
104
110
  setComponent={setComponent}
105
111
  only={['playing', 'loop', 'muted', 'volume']}
@@ -123,5 +123,5 @@
123
123
  "main": "main.jsx",
124
124
  "autoUpdateWhenImported": true,
125
125
  "title": "physics-2d",
126
- "publishedVersion": "2026-08-12T18:15:12.718Z"
126
+ "publishedVersion": "2026-08-16T04:02:06.732Z"
127
127
  }
@@ -787,6 +787,38 @@ function initialBehaviorProps(Behavior, actor, sprites) {
787
787
  return { ...Behavior.defaultProps };
788
788
  }
789
789
 
790
+ // A behavior that can't work alone names the components it needs BESIDE IT on the
791
+ // same actor: `static expectedSiblings = ['Collider', ...]`. Adding it brings any
792
+ // that are missing along with it. Physics is the case that matters -- a body only
793
+ // exists for an actor with a Collider (matterBridge's `isPhysicsActor`), so a lone
794
+ // Draggable or RigidBody is silently inert: it looks added and does nothing.
795
+ //
796
+ // "Sibling" is the scope, and it is deliberately narrow. It means another
797
+ // component on THIS actor, never another actor -- a Joints link also needs its
798
+ // `target` actor to have a Collider, and that is not this, because the target is
799
+ // the author's to pick.
800
+ //
801
+ // "Expected" is the strength, and also deliberate: this fires when the editor
802
+ // adds a behavior and nowhere else. A blueprint hand-written (or agent-written)
803
+ // without the siblings is not corrected, and removing a Collider later is not
804
+ // blocked. It closes the common path, not every path.
805
+ //
806
+ // Depth-first, so a sibling's own siblings land first: Draggable expects
807
+ // RigidBody, which expects Collider, so the order is Collider, RigidBody,
808
+ // Draggable. Anything the actor already has is left exactly as authored, and
809
+ // `seen` makes a cyclic declaration terminate rather than recurse forever.
810
+ function behaviorsToAdd(behaviorName, actor, seen = new Set()) {
811
+ if (seen.has(behaviorName)) return [];
812
+ seen.add(behaviorName);
813
+ const out = [];
814
+ for (const sibling of findBehaviorClass(behaviorName)?.expectedSiblings ?? []) {
815
+ if (actor?.components?.[sibling]) continue;
816
+ out.push(...behaviorsToAdd(sibling, actor, seen));
817
+ }
818
+ out.push(behaviorName);
819
+ return out;
820
+ }
821
+
790
822
  function makeSceneActions({ sceneData, files, serialize, commit, selectedActorIds, onSelectActorIds, isBlueprintFile, sprites, resolvedActors }) {
791
823
  function commitScene(next, options) {
792
824
  commit(serialize(next), options);
@@ -797,12 +829,16 @@ function makeSceneActions({ sceneData, files, serialize, commit, selectedActorId
797
829
  coalesceKey: componentCoalesceKey(actorId, behaviorName, nextProps),
798
830
  }),
799
831
  addBehavior: (actorId, behaviorName) => {
800
- const Behavior = findBehaviorClass(behaviorName);
801
- if (!Behavior) return;
832
+ if (!findBehaviorClass(behaviorName)) return;
802
833
  const resolved = resolvedActors?.find((actor) => actor.id === actorId);
803
- commitScene(
804
- setActorComponent(sceneData, actorId, behaviorName, initialBehaviorProps(Behavior, resolved, sprites))
805
- );
834
+ // One commit for the whole set, so adding Draggable is a single undo.
835
+ let next = sceneData;
836
+ for (const name of behaviorsToAdd(behaviorName, resolved)) {
837
+ const Behavior = findBehaviorClass(name);
838
+ if (!Behavior) continue;
839
+ next = setActorComponent(next, actorId, name, initialBehaviorProps(Behavior, resolved, sprites));
840
+ }
841
+ if (next !== sceneData) commitScene(next);
806
842
  },
807
843
  removeBehavior: (actorId, behaviorName) =>
808
844
  commitScene(removeActorComponent(sceneData, actorId, behaviorName)),
@@ -1072,7 +1108,7 @@ function usePlayPointerGesture({ canvasRef, runtimeRef }) {
1072
1108
  const canvas = canvasRef.current;
1073
1109
  const runtime = runtimeRef.current;
1074
1110
  if (!canvas || !runtime) return;
1075
- runtime.setPointerFromScreen(canvas, event.clientX, event.clientY, down);
1111
+ runtime.setPointerFromScreen(canvas, event.clientX, event.clientY, down, event.pointerId);
1076
1112
  },
1077
1113
  [canvasRef, runtimeRef]
1078
1114
  );
@@ -7,6 +7,7 @@
7
7
  import React, { useEffect, useRef, useState } from 'react';
8
8
  import { onBeforeRestart, onSaveReloadState, takeReloadState, writeFile } from 'castle-web-sdk';
9
9
  import { getFileKind } from '../engine/files';
10
+ import { hasEditorModule, loadEditorModule } from './editorRegistry';
10
11
  import { useLiveDeckFiles } from '../engine/liveReload';
11
12
  import { collectAssets } from '../engine/assets';
12
13
  import { MainEditor, styles } from '../engine/ui';
@@ -65,7 +66,33 @@ function useFileSaver() {
65
66
  return { schedule, hasPending };
66
67
  }
67
68
 
68
- export function SingleEditor({ path, editor }) {
69
+ // A file type whose declaring deck named an editor module: load that module and
70
+ // render it, rather than matching the path against this kit's own list. This is
71
+ // what lets a deck hold two kits -- each type reaches its own declarer's editor,
72
+ // and neither kit has to know the other exists.
73
+ function DeclaredEditor({ path, module: modulePath, text, onChange, files, onChangeFile }) {
74
+ const [Editor, setEditor] = useState(null);
75
+ const [error, setError] = useState(null);
76
+ useEffect(() => {
77
+ let alive = true;
78
+ setEditor(null);
79
+ setError(null);
80
+ loadEditorModule(modulePath).then(
81
+ (loaded) => alive && setEditor(() => loaded),
82
+ (e) => alive && setError(e instanceof Error ? e.message : String(e)),
83
+ );
84
+ return () => {
85
+ alive = false;
86
+ };
87
+ }, [modulePath]);
88
+ if (error) return <div className={styles.editorBody}>{error}</div>;
89
+ if (!Editor) return <div className={styles.editorBody}>loading editor…</div>;
90
+ return (
91
+ <Editor path={path} text={text} onChange={onChange} files={files} onChangeFile={onChangeFile} />
92
+ );
93
+ }
94
+
95
+ export function SingleEditor({ path, editor, editorModule }) {
69
96
  // Selection survives a code-change reload: stashed via the SDK's save-state
70
97
  // hook right before the reload, picked back up here on boot.
71
98
  const stashKey = `single-editor:${path}`;
@@ -96,7 +123,21 @@ export function SingleEditor({ path, editor }) {
96
123
  const kind = editor || getFileKind(path);
97
124
  const text = files[path] ?? '';
98
125
  let body = null;
99
- if (kind === 'scene') {
126
+ // A declared module wins over this kit's own extension matching -- including
127
+ // over its own types, so the kit's editors are reachable the same way anyone
128
+ // else's are once physics-2d names them in castle.json.
129
+ if (editorModule && hasEditorModule(editorModule)) {
130
+ body = (
131
+ <DeclaredEditor
132
+ path={path}
133
+ module={editorModule}
134
+ text={text}
135
+ onChange={onChange}
136
+ files={files}
137
+ onChangeFile={onChangeFile}
138
+ />
139
+ );
140
+ } else if (kind === 'scene') {
100
141
  body = (
101
142
  <SceneEditor
102
143
  path={path}
@@ -0,0 +1,34 @@
1
+ // Every editor module any deck here declares -- this deck's own and each
2
+ // import's -- keyed by its path from the deck root, which is exactly what
3
+ // `castle.json` `editor` resolves to (see resolveFileTypes in the CLI).
4
+ //
5
+ // A glob rather than a dynamic `import(path)`: the specifier has to be static
6
+ // for the module to survive bundling into a deck's single published file, the
7
+ // same reason behaviorRegistry and files.js glob. NOT eager, so an editor is a
8
+ // separate chunk that the play route never evaluates.
9
+ //
10
+ // Editors live under `editors/` by convention; that is what makes a third
11
+ // party's editor reachable from here without this kit knowing it exists.
12
+ const modules = {
13
+ ...import.meta.glob('/imports/*/editors/**/*.{jsx,js}'),
14
+ ...import.meta.glob('/editors/**/*.{jsx,js}'),
15
+ };
16
+
17
+ export function hasEditorModule(path) {
18
+ return Boolean(path && modules[`/${path}`]);
19
+ }
20
+
21
+ // Load one, returning its default export. Throws a legible error rather than
22
+ // letting the caller see `undefined is not a function` three frames later.
23
+ export async function loadEditorModule(path) {
24
+ const load = modules[`/${path}`];
25
+ if (!load) {
26
+ throw new Error(
27
+ `No editor module at "${path}". Editors must live under editors/ so the registry glob can reach them.`,
28
+ );
29
+ }
30
+ const mod = await load();
31
+ const Editor = mod.default ?? mod.Editor;
32
+ if (!Editor) throw new Error(`"${path}" has no default export to render as an editor.`);
33
+ return Editor;
34
+ }
@@ -40,14 +40,20 @@ export function ScenePlayer({ sceneData, sprites, files, behaviorClasses, onFirs
40
40
  // its document/iframe holds focus. Grab focus on any click into the game
41
41
  // (and on mount below) so the keyboard works inside the launcher embed.
42
42
  canvas.focus();
43
- runtime.setPointerFromScreen(canvas, event.clientX, event.clientY, true);
43
+ runtime.setPointerFromScreen(canvas, event.clientX, event.clientY, true, event.pointerId);
44
44
  canvas.setPointerCapture(event.pointerId);
45
45
  };
46
46
  const onPointerMove = (event) => {
47
- runtime.setPointerFromScreen(canvas, event.clientX, event.clientY);
47
+ runtime.setPointerFromScreen(
48
+ canvas,
49
+ event.clientX,
50
+ event.clientY,
51
+ undefined,
52
+ event.pointerId
53
+ );
48
54
  };
49
55
  const onPointerUp = (event) => {
50
- runtime.setPointerFromScreen(canvas, event.clientX, event.clientY, false);
56
+ runtime.setPointerFromScreen(canvas, event.clientX, event.clientY, false, event.pointerId);
51
57
  try {
52
58
  canvas.releasePointerCapture(event.pointerId);
53
59
  } catch {
@@ -12,7 +12,12 @@ export function overrideProps(override, prop) {
12
12
  onReset: () => override.reset(prop),
13
13
  };
14
14
  }
15
- export function AutoFields({ defaultProps, component, setComponent, only, exclude, override }) {
15
+ // `meta` is the behavior's `static propertyMeta`. A numeric prop can declare
16
+ // `{ min, max, step }` there to get a real range instead of NumberField's
17
+ // defaults -- which are an unbounded scrubber stepping by whole numbers, wrong
18
+ // for anything that lives in 0..1. Declaring BOTH min and max makes it a true
19
+ // slider (fill + thumb). Props that declare nothing are unchanged.
20
+ export function AutoFields({ defaultProps, component, setComponent, only, exclude, override, meta }) {
16
21
  const keys = Object.keys(defaultProps).filter((key) => {
17
22
  if (only) return only.includes(key);
18
23
  if (exclude) return !exclude.includes(key);
@@ -28,7 +33,19 @@ export function AutoFields({ defaultProps, component, setComponent, only, exclud
28
33
  const sample = fallback ?? current;
29
34
  const ov = overrideProps(override, key);
30
35
  if (typeof sample === 'number') {
31
- return <NumberField key={key} label={label} value={current} onChange={set} {...ov} />;
36
+ const { min, max, step } = meta?.[key] ?? {};
37
+ return (
38
+ <NumberField
39
+ key={key}
40
+ label={label}
41
+ value={current}
42
+ onChange={set}
43
+ {...(min == null ? {} : { min })}
44
+ {...(max == null ? {} : { max })}
45
+ {...(step == null ? {} : { step })}
46
+ {...ov}
47
+ />
48
+ );
32
49
  }
33
50
  if (typeof sample === 'boolean') {
34
51
  return <CheckboxField key={key} label={label} checked={current} onChange={set} {...ov} />;
@@ -49,7 +66,14 @@ export function AutoFields({ defaultProps, component, setComponent, only, exclud
49
66
  </>
50
67
  );
51
68
  }
52
- export function AutoInspector({ behaviorName, defaultProps, component, setComponent, override }) {
69
+ export function AutoInspector({
70
+ behaviorName,
71
+ defaultProps,
72
+ component,
73
+ setComponent,
74
+ override,
75
+ meta,
76
+ }) {
53
77
  return (
54
78
  <Panel title={humanizeKey(behaviorName)} overridden={override?.anyOverridden()}>
55
79
  <AutoFields
@@ -57,6 +81,7 @@ export function AutoInspector({ behaviorName, defaultProps, component, setCompon
57
81
  component={component}
58
82
  setComponent={setComponent}
59
83
  override={override}
84
+ meta={meta}
60
85
  />
61
86
  </Panel>
62
87
  );
@@ -33,6 +33,7 @@ export class PhysicsSystem {
33
33
  this.bodies = new Map(); // actorId -> { body, sig, offset: {dx, dy} }
34
34
  this.joints = new Map(); // `${ownerId}#${listIndex}` -> { constraints, bodyA, bodyB, sig }
35
35
  this.intents = new Map(); // actorId -> { velocity?, impulse?, force? }
36
+ this.grabs = new Map(); // actorId -> { constraint, localPoint }
36
37
  this.gravity = { ...DEFAULT_GRAVITY };
37
38
  this.acc = 0;
38
39
  this.enterPairs = []; // [aId, bId] collected during this frame's steps
@@ -57,6 +58,7 @@ export class PhysicsSystem {
57
58
  this.engine = null;
58
59
  this.bodies.clear();
59
60
  this.joints.clear();
61
+ this.grabs.clear();
60
62
  this.intents.clear();
61
63
  this.active.clear();
62
64
  this.ndActive.clear();
@@ -189,6 +191,12 @@ export class PhysicsSystem {
189
191
  removeBody(id) {
190
192
  const entry = this.bodies.get(id);
191
193
  if (!entry) return;
194
+ // Drop any grab first: its constraint holds a direct reference to this body,
195
+ // and unlike joints (rebuilt every frame by reconcileJoints) nothing else
196
+ // revisits it -- so despawning a held actor, or editing its collider mid-play
197
+ // (a signature change removes and re-adds the body), would otherwise strand a
198
+ // constraint in the world pointing at a body that no longer exists.
199
+ this.release(id);
192
200
  Matter.Composite.remove(this.engine.world, entry.body);
193
201
  this.bodies.delete(id);
194
202
  // Drop live contacts involving this actor so isColliding doesn't go stale
@@ -314,6 +322,102 @@ export class PhysicsSystem {
314
322
  return this.bodies.get(id)?.body ?? null;
315
323
  }
316
324
 
325
+ // Exact point-in-collider test. The matter body is already positioned and
326
+ // rotated by the sim, so this respects the collider's real shape (circle,
327
+ // angled box, compound) at its CURRENT orientation for free -- no transform
328
+ // math here, and nothing to keep in sync with Layout.
329
+ //
330
+ // An actor with no body has no touch zone, which is the intended semantics: a
331
+ // thing with no collider is not grabbable.
332
+ containsPoint(actorOrId, x, y) {
333
+ const body = this.bodyOf(actorOrId);
334
+ if (!body) return false;
335
+ const point = { x, y };
336
+ if (!Matter.Bounds.contains(body.bounds, point)) return false;
337
+ // parts[0] is the parent's convex HULL when the body is compound, so testing
338
+ // it would report hits in a concave notch (the underside of a skateboard's
339
+ // deck-plus-nose-and-tail). Test the real parts instead.
340
+ const parts = body.parts.length > 1 ? body.parts.slice(1) : body.parts;
341
+ return parts.some((part) => Matter.Vertices.contains(part.vertices, point));
342
+ }
343
+
344
+ // Topmost actor whose COLLIDER contains the point, high z first to match draw
345
+ // order. This is the pick a touch control wants; `scene.actorAt` tests the
346
+ // Layout box instead, which is what the editor wants for click-to-select.
347
+ //
348
+ // Deliberately NOT via scene.getActors(): that copies and sorts the actor list
349
+ // on every call, and every Draggable and Slingshot in the scene calls this on
350
+ // the same press frame -- O(n log n) each, once per actor, plus an array per
351
+ // call. Tracking the best z in one pass is O(n) with no allocation, and the
352
+ // `z < bestZ` test skips the shape work for actors that cannot win anyway.
353
+ // Ties go to the later actor, matching the old reverse-iteration order.
354
+ actorAtPoint(scene, x, y) {
355
+ let best = null;
356
+ let bestZ = -Infinity;
357
+ for (const actor of scene.actors.values()) {
358
+ const z = actor.components?.Layout?.z ?? 0;
359
+ if (z < bestZ) continue;
360
+ if (!this.containsPoint(actor, x, y)) continue;
361
+ best = actor;
362
+ bestZ = z;
363
+ }
364
+ return best;
365
+ }
366
+
367
+ // Grab an actor AT a world point: a constraint from that exact spot on the
368
+ // body to the pointer, so an off-center grab induces torque and the object
369
+ // swings the way a real held object does. Matter rotates the anchor with the
370
+ // body from here on, so the grab stays welded to the spot that was touched.
371
+ //
372
+ // `pointA` is a world-axis offset from the body center at creation time
373
+ // (Constraint.create seeds `angleA` to the body's current angle), and matter
374
+ // mutates it in place each solve -- so never hand it an object we also keep.
375
+ grab(actorOrId, x, y, opts = {}) {
376
+ const body = this.bodyOf(actorOrId);
377
+ if (!body || !this.engine) return false;
378
+ const id = typeof actorOrId === 'string' ? actorOrId : actorOrId?.id;
379
+ this.release(id);
380
+ const constraint = Matter.Constraint.create({
381
+ bodyA: body,
382
+ pointA: { x: x - body.position.x, y: y - body.position.y },
383
+ pointB: { x, y },
384
+ length: 0,
385
+ // Modest stiffness + real damping on purpose: MAX_SPEED backstops a
386
+ // blow-up, but a near-1 stiffness on a heavy body is matter's classic
387
+ // energy-injection case and we would rather not lean on the clamp.
388
+ stiffness: opts.stiffness ?? 0.1,
389
+ damping: opts.damping ?? 0.2,
390
+ });
391
+ Matter.Composite.add(this.engine.world, constraint);
392
+ this.grabs.set(id, { constraint });
393
+ return true;
394
+ }
395
+
396
+ moveGrab(actorOrId, x, y) {
397
+ const id = typeof actorOrId === 'string' ? actorOrId : actorOrId?.id;
398
+ const entry = this.grabs.get(id);
399
+ if (!entry) return;
400
+ entry.constraint.pointB = { x, y };
401
+ }
402
+
403
+ release(actorOrId) {
404
+ const id = typeof actorOrId === 'string' ? actorOrId : actorOrId?.id;
405
+ const entry = this.grabs.get(id);
406
+ if (!entry) return;
407
+ if (this.engine) Matter.Composite.remove(this.engine.world, entry.constraint);
408
+ this.grabs.delete(id);
409
+ }
410
+
411
+ // Where the grab is holding the body right now, in world space -- read from
412
+ // the constraint matter is actually solving, so the drawn handle cannot drift
413
+ // away from the physics.
414
+ grabPoint(actorOrId) {
415
+ const id = typeof actorOrId === 'string' ? actorOrId : actorOrId?.id;
416
+ const entry = this.grabs.get(id);
417
+ if (!entry) return null;
418
+ return Matter.Constraint.pointAWorld(entry.constraint);
419
+ }
420
+
317
421
  queue(actorOrId, key, value) {
318
422
  const id = typeof actorOrId === 'string' ? actorOrId : actorOrId?.id;
319
423
  if (!id) return;
@@ -350,6 +454,19 @@ export class PhysicsSystem {
350
454
  return this.active.has(pairKey(aId, bId));
351
455
  },
352
456
  bodyFor: (actor) => this.bodyOf(actor),
457
+ // Shape-accurate hit testing: does this actor's collider contain the
458
+ // point, and which actor is topmost at it. Respects rotation and compound
459
+ // shapes, unlike the Layout-box `scene.actorAt`.
460
+ containsPoint: (actor, x, y) => this.containsPoint(actor, x, y),
461
+ actorAtPoint: (x, y) =>
462
+ this.lastScene ? this.actorAtPoint(this.lastScene, x, y) : null,
463
+ // Hold an actor at a world point and drag it there; an off-center grab
464
+ // turns the body as well as moving it. `grabPoint` is where the hold sits
465
+ // now, for drawing.
466
+ grab: (actor, x, y, opts) => this.grab(actor, x, y, opts),
467
+ moveGrab: (actor, x, y) => this.moveGrab(actor, x, y),
468
+ release: (actor) => this.release(actor),
469
+ grabPoint: (actor) => this.grabPoint(actor),
353
470
  // Resolved joint geometry for custom rendering: each link's world-space
354
471
  // endpoints (Layout centers, so art lines up with the sprites), type,
355
472
  // length and angle. Draw your own art between `a` and `b` from a behavior's
@@ -5,6 +5,21 @@
5
5
  // through scene.physics. (Controls are touch/pointer-first; keyboard, when
6
6
  // added, should only DUPLICATE an on-screen control, never be the only input.)
7
7
 
8
+ // Authored Draggable `stiffness` (0..1, 0 = floppy .. 1 = rigid) -> the matter
9
+ // constraint values that hold the object. Geometric, like joints.js's rope map
10
+ // and for the same reason: matter's useful range here is ~0.001 (slack) to ~0.4
11
+ // (tight), and everything above that is indistinguishably rigid -- so a linear
12
+ // prop spends nearly all of its travel in "stiff" and never reaches the loose
13
+ // end at all.
14
+ //
15
+ // Damping rides along rather than being its own knob: a slack band should be
16
+ // free to oscillate and a tight one shouldn't, so one control moves the whole
17
+ // feel together.
18
+ export function dragHold(stiffness) {
19
+ const s = Math.min(1, Math.max(0, stiffness ?? 0.3));
20
+ return { stiffness: 0.001 * Math.pow(400, s), damping: 0.02 + 0.25 * s };
21
+ }
22
+
8
23
  export function centerOf(layout) {
9
24
  return { x: layout.x + layout.width / 2, y: layout.y + layout.height / 2 };
10
25
  }
@@ -21,26 +36,35 @@ export function clampLength(v, max) {
21
36
  return { x: v.x * s, y: v.y * s };
22
37
  }
23
38
 
24
- // Springy chase velocity toward a target point (Draggable): a fraction of the
25
- // gap per step, so the body accelerates toward the pointer and still collides.
26
- export function chaseVelocity(target, layout, props = {}) {
27
- const stiffness = props.stiffness ?? 0.5;
28
- const c = centerOf(layout);
29
- return { x: (target.x - c.x) * stiffness, y: (target.y - c.y) * stiffness };
30
- }
31
-
32
39
  // --- Touch ownership -------------------------------------------------------
33
- // Hierarchy: a press that lands ON a Draggable object is CONSUMED by that drag,
34
- // so Slingshot/AnalogStick ignore it. A press anywhere else is shared -- both
35
- // Slingshot and AnalogStick act (no fair way to rank them). So the only gate the
36
- // non-drag controls need is this: did the current press land on a draggable?
37
- // Stateless -- a pure per-press query (the controls only ask on their press
38
- // edge), so there's no owner to latch and nothing to reset.
39
- export function pressOnDraggable(scene) {
40
- const p = scene.pointer;
41
- if (!p.down) return false;
42
- const hit = scene.actorAt(p.x, p.y);
43
- return !!hit && !!hit.components.Draggable;
40
+ // Each control claims the pointer it started on (scene.claimPointer), so a
41
+ // finger drives exactly one thing and the others leave it alone. Two priorities
42
+ // are all this needs:
43
+ //
44
+ // TARGETED the press landed on THIS actor's collider, so the intent is
45
+ // unambiguous -- a Draggable being grabbed, a Slingshot pressed on
46
+ // its own body.
47
+ // GREEDY the control takes any press anywhere (a Slingshot with
48
+ // grabAnywhere, an AnalogStick), so it must yield to a targeted one.
49
+ //
50
+ // Ranking them explicitly is what makes the outcome independent of actor order.
51
+ // Previously this was a `pressOnDraggable` query that hardcoded one behavior's
52
+ // name into shared code and had no answer at all once two fingers were down.
53
+ export const TARGETED_CLAIM = 10;
54
+ export const GREEDY_CLAIM = 0;
55
+
56
+ // Take the first fresh press this frame that `actorId` is allowed to have, and
57
+ // claim it. `priorityFor(pointer)` returns the claim priority to bid, or null to
58
+ // pass on that pointer -- which is the only part that differs between controls.
59
+ // Returns the claimed pointer, or null if there was nothing to take.
60
+ export function acquirePress(scene, actorId, priorityFor) {
61
+ for (const p of scene.pointers.values()) {
62
+ if (!p.justPressed) continue;
63
+ const priority = priorityFor(p);
64
+ if (priority == null) continue;
65
+ if (scene.claimPointer(p.id, actorId, priority)) return p;
66
+ }
67
+ return null;
44
68
  }
45
69
 
46
70
  // Run `draw(ctx)` in world space, undoing the actor's Layout rotation that the
@@ -0,0 +1,27 @@
1
+ // Named inspector ranges for behaviors' `static propertyMeta`.
2
+ //
3
+ // A numeric prop with no meta renders as an unbounded scrubber stepping by whole
4
+ // numbers, which is wrong for anything living in 0..1. The recurring shapes get a
5
+ // name here so "a normalized level" is defined once instead of restated in every
6
+ // behavior -- and so a range change lands everywhere at once.
7
+ //
8
+ // A `max` is a hard authoring ceiling, not just a slider bound: typed entry is
9
+ // clamped to it too (see NumberField's `commit`). So only give something a max
10
+ // when exceeding it is meaningless or actively breaks the simulation.
11
+
12
+ // A normalized 0..1 level: volume, and anything else expressed as a fraction.
13
+ export const UNIT = { min: 0, max: 1, step: 0.05 };
14
+
15
+ // Stereo position, -1 (left) .. +1 (right). Hard-bounded by definition.
16
+ export const PAN = { min: -1, max: 1, step: 0.05 };
17
+
18
+ // Open-ended and non-negative -- a floor, but no ceiling, for quantities matter
19
+ // or the browser treats as unbounded (restitution, friction, seconds).
20
+ export const POSITIVE = { min: 0, step: 0.05 };
21
+
22
+ // Matter's air/angular friction. Above 1 it flips the velocity sign and the body
23
+ // destabilizes, so 1 is a real ceiling. Finer step: the useful values are small.
24
+ export const DAMPING = { min: 0, max: 1, step: 0.01 };
25
+
26
+ // A distance in card units (px).
27
+ export const PIXELS = { min: 0, step: 5 };